tebop opened this issue on May 12, 2007 · 170 posts
tebop posted Sat, 12 May 2007 at 1:26 PM
tebop posted Sat, 12 May 2007 at 1:27 PM
tebop posted Sat, 12 May 2007 at 1:32 PM
By the way , my version , which is the 1st pic. was rendered with a P6 IBL light set and i added a Spot light too
tebop posted Sat, 12 May 2007 at 1:42 PM
tebop posted Sat, 12 May 2007 at 1:51 PM
I wonder if OcclusionMaster works for more realism,, and if it's fast? I usually just use Default render setting, i never go high. and i don't use Raytracing . and that's how i wanna keep it . So if occlusion master requires raytracing.. i'm out of it. By the way, my renders are all with Raytracing off. and the settings are 2nd line to the right of where the word DRAFT is. in the render settings AUTO tab. Well i used Manual but i copied the auto settings, then in manual i move the Texture size up
Victoria_Lee posted Sat, 12 May 2007 at 1:55 PM
This is just the Pre-teen Vicki with the real-skin shader and a 2-light setup (1 lt blue spot and 1 infinite). The texture on the character is Thorne's Azha.
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
tebop posted Sat, 12 May 2007 at 1:59 PM
So where's real skin shader. is that some product? And it only works for certain figures?
tebop posted Sat, 12 May 2007 at 2:02 PM
Well i kind of guess it has to do with the model and it's texture too. cause miki looks much better than v3 with v3's high quality textures from daz( which i posted in 1st and 3rd pictures here)
tebop posted Sat, 12 May 2007 at 2:06 PM
Victoria_Lee posted Sat, 12 May 2007 at 2:25 PM
Without raytracing you lose a lot of shader compatibility. I think a good image shouldn't depend on time. Poser is not for those who are impatient unless you don't want to improve your art with it.
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
Dead_Reckoning posted Sat, 12 May 2007 at 3:54 PM
Quote - Well i kind of guess it has to do with the model and it's texture too. cause miki looks much better than v3 with v3's high quality textures from daz( which i posted in 1st and 3rd pictures here)
You may whish to stop by RuntimeDNA's Forums.
Try this one in The Node Cult - http://www.runtimedna.com/mod/forum/messages.php?forum_id=92
Matmatic Ultra Basic Skin by ** bagginsbill
http://www.runtimedna.com/mod/forum/messages.php?forum_id=92&ShowMessage=305337
**
"That government is
best which governs the least, because its people discipline
themselves."
Thomas Jefferson
operaguy posted Sat, 12 May 2007 at 4:39 PM
You'd be surprised how far you can go with realism in Poser.
I am an have been a big fan of face_off's shader products, such as Real Skin Shader. I still use the Apollo Maximus version of it for him.
But my female model of choice right now is V4 from Daz, and while Real Skin Shader works for her, it find it unecessary....not only is the Hi-Res texture that Daz supplies with V4 extremely fine, IMO, but also: Daz ships skin shaders with V4.
The image above is V4 with mostly Depth Map Shadows, but one Raytrace light as well....and of course I am going for reflection so raytrace is on. Poser 7 Win.
That's V4 with native hi-res texture (modified in 2D to pull out some of the red tones). No postwork.
::::: Opera :::::
operaguy posted Sat, 12 May 2007 at 4:42 PM
Here is another experiment in realism. V4 with Daz hi-res texture, Real Skin Shader by face_off has been applied. No raytrace lights, only depth mapped shadows.
Yes, i am aware the lighting is a little too strong.
::::: Opera :::::
operaguy posted Sat, 12 May 2007 at 4:54 PM
tebop, may I make one suggestion, take it or leave it.
Figure out how to select your camera in the pull down. Look at the parameter dials. The first one is for focal length. For portrait work, the default of 55 is too "wide" according to many people, including real photographers. I use 150.
If you change it, you will have to reposition your camera, but you will avoid the unfortunate distortion called "fish eye" that comes with a human portrait up close with a focal length below 60 mm.
::::: Opera :::::
P.S. I echo mariner's suggestion above to learn from baginsbill about skin, as well as face off.
stormchaser posted Sat, 12 May 2007 at 5:59 PM
** tebop - I don't understand why you won't use raytracing & yet you want more realistic results. OK, raytracing usually takes longer in the render, but it's sure worth it.
operaguy - I'm the same as you, I too have focal length at 150, so much better for portraits.**
pjz99 posted Sat, 12 May 2007 at 7:03 PM
That is a good tip about focal length, I'm going to give that a try. In the past I have never touched camera settings, that's a good thing to learn a bout.
ThrommArcadia posted Sat, 12 May 2007 at 7:16 PM
tebop posted Sat, 12 May 2007 at 7:23 PM
Oh wow, that Real skin and Occlusion Master are good. wow, i might get them
operaguy posted Sat, 12 May 2007 at 7:26 PM
Nice one Thromm. I'd say you're right on the edge of AO and granite displacement there. Did you have a struggle to keep the reflections in the eyes given so much AO?
::::: Opera :::::
ThrommArcadia posted Sat, 12 May 2007 at 8:30 PM
Thanks Opera!
Actually, this is an older image I did and I didn't quite have the lighting thing figured out yet. I think her skin looks a bit dry, still, but I haven't really gone down the realism path in my more recent work.
The trick is to have another light plus the AO.
Actually, I haven't used Occlusion Master in a while, but it is truly suprerior to just using an AO light. It is object based and allows you to choose what has AO and what doesn't.
This is useful especially in scenes where you might have a large set up (say a character on a building over looking street). You might not need AO on all the little background things, it would take way too long to render and give you very little if no image advantage over traditional shadows.
Opera, I understand that Face_off actually is responsible for the advanced shader set-up that ships with V4. It is very nice, agreed.
Tebop, I will also echo that for Occlusion Master to work (or any AO), you must have raytracing on. If you want realism, time is a sacrifice, unfortunately.
operaguy posted Sat, 12 May 2007 at 8:40 PM
Yes, I have Occlusion Master and agree it is better to apply AO with prodedural shader to only the items you want it on. For instance, I have trouble with the Transpond daffodils; they seem to gather AO like buckets and the inside of the yellow flowers turn black!
Thanks for reminding me of the Occlusion Master sequence, that refreshes my memory. I have not been using it for a lot of things in order to leave raytrace off, so I got out of the flow. Now that I am fascinated by floor reflections etc., I am allowing ray trace back on, so will go back into OC master and give it a spin.
I your have, say, a bikini model on V4, do you want the procedural AO on the chest/shoulder actors of V4 or do you want the AO on the swimsuit?
::::: Opera :::::
operaguy posted Sat, 12 May 2007 at 8:44 PM
I can feel M4 winds beginning to stir. He is sure to have the shaders, bet face_off is busy! M4 with great rigging, texture and shaders is the only thing that can dim Apollo in my mind.
Angelouscuitry posted Sat, 12 May 2007 at 9:02 PM
The trick is that you need a medium to medium dark complexion, it does'nt run well on Blonde Hair Blue Eyes' Skin.
Partyman posted Sat, 12 May 2007 at 10:06 PM
operaguy posted Sat, 12 May 2007 at 10:22 PM
Excellent!
now don't tease....reveal your methods!
:: og ::
Partyman posted Sat, 12 May 2007 at 11:26 PM
This is Hi-Res textures for V-4....stock lights that load in Poser 7....Zoomed in on belly and Rendered at almost Hi res over black background. All stock settings......I'm not an expert but with the right light settings it could be almost lifelike.
tebop posted Sat, 12 May 2007 at 11:35 PM
"I'm not an expert but with the right light settings it could be almost lifelike." Yeah, that's why im' thinking of only Real Skin Shader and i don't need occlusion master. i got great results already with poser 6 lights
Partyman posted Sat, 12 May 2007 at 11:36 PM
Okay....tryed to edit my post and it didn't work.....here's anouther example of my attempts at realism. Just stock settings in Poser 7....rendered over black
tebop posted Sun, 13 May 2007 at 12:09 AM
operaguy posted Sun, 13 May 2007 at 12:35 AM
partyman, loading the Daz hi-res textures not only attaches an actual .jpg texture file to V4, it deploys a tree of shader nodes on all elements of V4. In effect you are getting from Daz what you'd get from face-off's product. As mentioned above, Paul (face_off) may have designed that system for Daz.
So yes, let's all be happy with V4 (and the upcoming M4 I am sure) because they are great right out of the box.
Now, to get more of an"AO" effect (like for shadows between fingers or toes), you'd have to turn on AO on one of the lights, or go into the Material room (there is a poser wacro for it or learn to implement it by had from Paul or BB) or get face_off's Occlusion Master.
::::: Opera :::::
operaguy posted Sun, 13 May 2007 at 12:38 AM
tebop, since you are "going for realism" may we ask if the light shining through the back of Miki's head and illuminating the back of her mouth aids in you achieving your goal?
:: og ::
tebop posted Sun, 13 May 2007 at 12:50 AM
yeah no it doesn't but, i don't have that much experience with lighting. not a pro. sorry if that was wrong. Anyways, i got real skin shader. and it's a wesome.
Ariah posted Sun, 13 May 2007 at 3:11 AM
ThrommArcadia posted Sun, 13 May 2007 at 6:23 AM
Tebop, if you are using AO_IBL (which you didn't say you were), but no raytracing you will not get the proper shadows.
Try your exact same image again with a stock AO_IBL and use raytracing.
Just do it as an experiment. Do it for me. Please. You will be surprised at the difference it makes.
If you are worried about the time, do it and set it to render just before going to watch a TV show, or going to bed or something. Just give it a try, post the new image and let us know what you think.
tebop posted Sun, 13 May 2007 at 9:41 AM
Ok, now i got real skin shader. it's aweesome. What kind of lighting would be best for the most realism using real skin shader?
tebop posted Sun, 13 May 2007 at 9:45 AM
Thromm arcadia, well i don't have the time for rendering things with raytracing. Actually, i've rendered with raytracing in P6. and yeah, you get exceptional shadows and shading, but besides that it looks just the same as with my IBL light setup( ibl + one spot light) and render with no ray tracing. Really. i've test rendered several pics with ray tracing on.. took like 8 minutes to render one big pic. it was super nice, but what i do now with NO ray tracing is great and it takes lik1 minute. that's way better for me.
tebop posted Sun, 13 May 2007 at 10:22 AM
tebop posted Sun, 13 May 2007 at 10:22 AM
tebop posted Sun, 13 May 2007 at 10:25 AM
So what i'm saying is.. for a hobbyest.. i don't need Ray tracing on. i don't see the point of it. I can create good images just without Ray tracing. And realism can stsill be achieved, especially with the Real skin shader product you guys told me about, and which i now bought
tebop posted Sun, 13 May 2007 at 11:18 AM
This one is pretty awesome. no ray tracing, 1 minute render. I used a technique that bagginsbill wrote in one trhread. it's awesome. I'm pleased. so, i guess i have nothing more to say. i'll go back to making stuff
tebop posted Sun, 13 May 2007 at 11:20 AM
operaguy posted Sun, 13 May 2007 at 12:21 PM
Attached Link: Raytrace experiment, filename 5hours.png, size 514K, female topless nudity
Nice try Thromm, but he's got a microwave. No time to bake! And you/we have been unceremoniously dismissed to boot!Naturally, the logic is upside down. It's the professional, especially the professional animator, who cannot afford long render times and uses every trick in the book to get render time down. The "hobbyist", you'd think, would LOVE the suggestion of getting smashing, spectacular results by leaving his computer on overnight and cranking up the settings.
Myself, I am going in both directions. I have a scheme for animating frames in preview mode as final, which means about 3 seconds each with anti-alias on. This is for professional, release video. Opposing this, each night I am sending a render off into outer space and REALLY starting to learn raytrace for the first time.
The render attached required 5 hours and 41 seconds. It is actually a failure, but I don't care; i can afford to do one every night over the long haul to get craft. (It failed because the AO shadows around the hand are too sharp. I also can't seem to solve the issue of those damn daffodils turning black inside, even though there is no AO on any light, nor on the flower models themselves.)
Attachment is a large file even though a still: suggest download rather than opening into browser for true resolution.
::::: Opera :::::
Victoria_Lee posted Sun, 13 May 2007 at 1:13 PM
operaguy, your render, even though you classify it a "failure", is wonderful!
As for the source of this thread, if this is what he wants then so be it. I'm in the process of learning how to do caustics in Vue and the preview render is a little over 1 hour but that's okay. I know when I go to render seriously I'll be setting it up to render overnight. I don't mind long renders in any of my programs if it allows me to learn my craft better.
I've had renders in Poser that took over 4 hours even with my dual core processor. That's okay, too. I just let them go overnight and have a good sleep.
For myself, I can't ever imagine wanting to post an image that I rendered in less than a minute on a low setting. All of my production renders have custom settings and they all use Raytracing. I use a lot of shaders and AO and, without raytracing, the results are dismal to say the least.
Hugz from Phoenix, USA
Victoria
Remember, sometimes the dragon wins. Correction: MOST times.
Angelouscuitry posted Sun, 13 May 2007 at 1:15 PM
tebop - Which bagginsbill skin tutorial did you use, was it "Matmatic Ultra Basic Skin?"
operaguy posted Sun, 13 May 2007 at 1:43 PM
Thanks Victoria,
I like your "gathering clouds" as well as Evening in Whitechapel and others like it. As for atmospherics, I may explore it in Poser. For instance, I have to make the perfume atomizer in this render come to life....in an animation....a cloud of perfume mist emitting then falling.
:: og ::
bantha posted Sun, 13 May 2007 at 2:24 PM
To render a realistic skin, you need to fake subsurface scattering. You would need that as well for realistic milk, orange juice or wax by the way. The real skin shaders try to simulate that, as well as the reflections skin gives. As far as I know the skin shader itself needs no ray tracing.
To get realistic light quite easy, you probably will use Image Based Lighting (IBL). You can set the mood of a scene very easy with that. But since you cannot use shadow maps with IBLs you need ambient occlusion, either on a light or on a material. AO creates a shadow if two surfaces are very close to each other. But Ambient Occlusion needs Ray Tracing.
You can get good results without IBLs, but it is more work. I need many test renders to get the light halfways to my liking, and I do use IBLs in most of my pictures.
Use manual render settings - the automatic stuff is not good. I use seven different render settings regulary - some with shadows, some without, some with ray tracing, some without. Different shading rate ( for most finals I use 0.0), different number of samples. So I can test most aspects of a picture quite fast. The final render can run overnight - six hours should be long enough for most stuff.
On the other side - I have heard that movie companies mostly work with spot and infinite lights, and use ray tracing only if absolutely nessesary. If you want to render a movie, short render times are very important, and PRenderman is much faster without GL and ray tracing.
See what works for you.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
Angelouscuitry posted Sun, 13 May 2007 at 4:48 PM
bantha is correct, in the sense that, Sub Surface Scattering is definately "The" catch phrase for technical success with skin.
What I do'nt understand s why people, not just bantha, mention a need to "Fake" this; with regard to Poser, and/or Face_Off's pythons? If you look in the P7 Manual's Index; for SubSurface Scattering, you are directed to page 326, which is where the FastScatter node is. Also I became aquainted with SubSurface Scatting, when researching the HyperREALV3.PY.
ThrommArcadia posted Sun, 13 May 2007 at 5:09 PM
Bantha is right (and Opera touched on this as well) we each need to do what is right for us and for the project we are doing.
And, the Real Skin Shader actually comes out nicely, even using the P4 Render engine (but, the displacement maps are ignored, mind you, this is a minor detail). Back when I was only using P5 I would use the P4 engine for a number of renders if there was no need for raytracing or displacements. Of course, I wasn't going for super-realism, either.
AO will not work without Raytracing, but if you are doing portraits, you might not always want AO shadows, anyway.
Here is a great lighting Tutorial by Bagginsbill for those who want to skip using AO.
http://market.renderosity.com/mod/forumpro/showthread.php?thread_id=2577132
Opera, that pic turned out really nice. I didn't find the shadows on the daffodils destracting, but I don't know how to get around them.
Angelouscuitry posted Sun, 13 May 2007 at 5:44 PM
Thromm Arcadia - Dissplacement was new to P5, but what does REAL Skin have to do with the P4 Render Engine? I always use HyperREALV3 and Firefly.
Thanks for that other bagginsbill link! There is one more, that I know of, Matmatic Jessi Skin Demo .
tebop - So, which one did you use?
operaguy posted Sun, 13 May 2007 at 5:51 PM
Jeff Spicoli has left the building and now the grad student teachers are having a civilized discussion.
In P7 (maybe earlier) there is a choice when rendering with the P4 engine "ignore shader trees." If you don't ignore, shaders effect the render. I don't think rendering in actual Poser4/PP is the same thing as rendering in Poser7 with the "P4 Render Engine."
::::: Opera :::::
ThrommArcadia posted Sun, 13 May 2007 at 8:56 PM
Yeah, that's what I'm refering to. Using P5 (6 or 7) with the P4 render engine selected, but don't use "ignore shader trees".
The P4 engine will actually use a number of shaders in the material room. I'm not sure which ones it ignores for sure, but I know that (obviously) anything with Raytracing will be ignored.
Anyway, if you use Face_off's Real Skin Shader (and probably the HyperReal, which I think is basically the same thing) with the P4 render engine you will still get very nice results.
I must point out that I have not done this with P6 or 7's P4 engine, only P5's. I don't know if they have done any changes since. I'll post a comparison shortly.
ThrommArcadia posted Sun, 13 May 2007 at 9:24 PM
This first example is Rendered using the P4 Rendering engine.
ThrommArcadia posted Sun, 13 May 2007 at 9:25 PM
ThrommArcadia posted Sun, 13 May 2007 at 9:27 PM
ThrommArcadia posted Sun, 13 May 2007 at 9:34 PM
Click to enlarge, btw.
If you look really closely at the first two, you will see a little bit of difference int he skin, that is mostly from the displacement mapping, which in my opinion does add some nice realism, but is not overly needed, depending on situation.
I like that in the third image the skin looks a bit softer, but I would really have to play with the lights to get a better effect. I could argue that the AO isn't needed, mind you, in this type of image. There is nothing I can see of added value.
Notes of interest: What's up with the hair? It actually rendered better in the P4 render. Well, that is to say, it rendered properly with the P4 engine, and it is a mess in the two firefly renders!
It's a Koz hair and honestly, this might be my first time employing it! LOL. I just wanted to throw some hair on so she wasn't bald! Weird.
ThrommArcadia posted Sun, 13 May 2007 at 9:51 PM
tebop posted Sun, 13 May 2007 at 9:54 PM
Angelous cultry, i used the one.. called "Minitut - Dramatic light and shadows for portraits - NO NOSTRIL GLOW" Man, the way he gets it it's soo much better than mine. He uses victoria but i don't know how he gets better results than me. Maybe he's using another texture? And he doesn't even use Real Skin shader, i dont' think. so it's impressive. If bagginsbill is around here, how did you get the silky skin? I tried all the settings you mentioined( e xcept for anything about the shading cameras, i couldn't follow that part)
operaguy posted Sun, 13 May 2007 at 10:04 PM
lol, tebop, i hope you encouter BB, I really hope you do!
bantha posted Mon, 14 May 2007 at 12:12 AM
Angelouscurity - Poser does not have real subsurface scattering, and Face_off's shaders do not implement it but fake it. Human skin is a very complicated thing. You have white semittransparent skin flakes over red blood vessels. No poser skin shader simulates that. So everything which tries to implement SSS is a fake.
The Fast Scatter Node simulates only a very small part of it. It's just for light behind a person to show on the edges. But that is not the full effect of sss.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
operaguy posted Mon, 14 May 2007 at 12:45 AM
bantha, what do you know of the other applications, do they have 'true' (or at least more advanced) SSS? Maya, Max, XSI for instance?
silverthornne posted Mon, 14 May 2007 at 12:55 AM
All of them do because of mental ray, which is a rendering option in Maya and Max, and the main render engine in XSI (in fact, I believe XSI was actually built around mental ray). So, if ef would buy a mental ray license we'd have SSS in Poser! :p
operaguy posted Mon, 14 May 2007 at 1:36 AM
perhaps VRay would be a more likely fit for Poser. Does anyone know if VRay has true SSS? Threre is a VRay/trueSpace bundle available currently.
ThrommArcadia posted Mon, 14 May 2007 at 2:11 AM
I believe (but correct me if I am wrong) that even Carrara does true SSS. Heck, there is a plug in for Daz Studio that does SSS, or at least does a really nice approximation from the samples I've seen.
This is really Poser's weakest area, anyone will tell you. When freebie software and low end apps can offer something as crucial to human flesh as SSS but Poser, the supposed premier people rendering software app can't, well, there is a serious out-of-touchness going on, I think.
More then anything else I think that this is a true detriment to Poser. The past two owners of this fine application should be ashamed. I would really like to see them address this as a patch and as soon as possible. I think it is an insult to those of us who use the software.
On the other hand, there are many people who refuse to employ Raytracing, so maybe there is money in catering to the lowest common denominator...
bantha posted Mon, 14 May 2007 at 3:44 AM
silverthorne, operaguy: You knew that mental Ray and VRay are production level renderers, and priced as such? It would surely nice to have a bridge to either of them, but most people here think that FireFly is complex - and spending another $1000 just for the render is probably a bit overpriced for most.
A lot of renderers do SSS, because you need it for a lot of stuff. As far as I know, you can even have SSS with PovRay. A good way for poser people would be Vue d'Esprit, which does have SSS. Although that would mean that you would have to construct your skin shader with Vue's material system.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
vincebagna posted Mon, 14 May 2007 at 4:09 AM
Concerning Vue d'Esprit, SSS is hard to manage. I never got a decent skin with it. I'm not really in the material editor, but i did'nt find tutorials anywhere.
operaguy posted Mon, 14 May 2007 at 4:16 AM
yes i am aware of the price of vray and renderman. However, I am already considering moving into Max or XSI for superior animation tools and power render. Both of those apps include renderman, price about $1800 for each, I believe.
Interestingly, truespace7 comes bundled with vray, and since I have a license (older) I could upgrade to the full deal for about $600.00. While I like the trueSpace environment, and I hear the 7.0 animation tools are a big step up from Poser, and I'd have VRay......I am hesitant of trueSpace for dynamic hair and cloth. I don't think they are really "there" yet in trueSpace.
Getting Poser assets into Truespace is not a problem.
::::: Opera :::::
silverthornne posted Mon, 14 May 2007 at 6:25 AM
Of course I know the price, that's why I ended the post with the :p. It was a jest. Of course, you CAN get the cheapest version of XSI for $495 and it does include mental ray so it isn't -that- out of reach...
bagginsbill posted Mon, 14 May 2007 at 7:57 AM
Good thread - lots of great postings - keep it up.
Face_off did produce the Daz V4 shaders - he told me himself in a Rendo site mail. The technique he used was actually one that I posted - using the Diffuse node to drive the SSS effect produced by color ramp or blend or Cosine or lots of things - all are the basic same idea of how to approximate the redder areas without using the actual light coordinates. The RSS and similar scripts by face_off all use the light coordinates to produce more accurate SSS.
As I've done in many experiments, you can get close to correct SSS with tricks as he did with the V4 shader. However, certain lighting situations always blow up - for example if you're using very even and bright lighting from an IBL.
My latest Ultra Basic shader (was linked by a couple other people) shows how I found a way to reduce the tricks to the smallest possible number of nodes. And it actually blows up less than many of the other versions I've posted, including the way the V4 shader works.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
operaguy posted Mon, 14 May 2007 at 8:04 AM
greetings bagginsbill,
do you have an opinion of the qualilty differential between that achieved by you and Paul and that generated by vray or renderman as opposed to that generated by Vue, all else being as equal as possible, both from the quality of render and speed of render perspective?
::::: Opera :::::
bagginsbill posted Mon, 14 May 2007 at 9:00 AM
Operaguy,
I don't have a lot to base an opinion on - I know that I see more Vue renders that are outstanding than I see Poser renders that are outstanding. I really think IBL is a poor substitute for global illumination, and that faking SSS is a lot of work. I don't know much about how hard those things are to do in the other renderers.
I know a bit more about having played with it Modo and both the SSS and GI in Modo are a) better than anything else I've ever seen and b) very easy to configure - too easy as sometimes Modo users overdo the SSS.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Mon, 14 May 2007 at 9:02 AM
On the left is V4 with the standard Daz high-res shader applied. On the right is my Ultra Basic shader using the same textures, but my new technique for SSS and specular.
The render was done with 35% IBL and 65% infinite light. The Daz shader is very nice - I love it. But this lighting is not very good.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Mon, 14 May 2007 at 9:04 AM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Mon, 14 May 2007 at 9:07 AM
In this last render, I changed the compensation color in the Ultra Basic shader so that it is darker and less green. This creates more contrast with a very simple adjustment.
None of these are "better" or "worse" - just different. Whatever you want is what you want.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
operaguy posted Mon, 14 May 2007 at 9:25 AM
i certainly like your results better in that last image...and with AO.
Very convincing. I will be studying your Ultra Basic to learn.
Thank you,
::::: Opera :::::
bagginsbill posted Mon, 14 May 2007 at 9:49 AM
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
operaguy posted Mon, 14 May 2007 at 9:58 AM
i need a shader for very white skin; what people think of when they say "porcelain." I know this needs SSS, probably true SSS. I don't want it to be a caracature of skin, however.
In an effort to move in that direction, I opened the Daz hi-res texture in photoshop and lightened it and pulled out some of the red. This helps, some. But do you have a suggestion for shader settings that will get me going in the direction of white 'porelain' skin with IBL, but with shadows/AO?
::::: Opera :::::
bagginsbill posted Mon, 14 May 2007 at 9:59 AM
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operaguy posted Mon, 14 May 2007 at 10:01 AM
sorry BB, i am inturrupting your flow! my apologies to the thread.
I like that effect. Looks naturally random.
lululee posted Mon, 14 May 2007 at 10:03 AM
Terrific shaders bagginsbill,
Where can I find them?
cheerio lululee
bagginsbill posted Mon, 14 May 2007 at 10:11 AM
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operaguy posted Mon, 14 May 2007 at 10:15 AM
Ah-HA!
bagginsbill posted Mon, 14 May 2007 at 10:40 AM
Hi lululee!
I'll post them here for you if you like, as Mat pose files so you can just click to apply. What V4 textures do you want them to use: the standard or the high-res?
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operaguy posted Mon, 14 May 2007 at 10:49 AM
Hi-Res! ::::: pipes up :::::
bb......are any of your shaders actually products in any of the stores?
::::: Opera :::::
bagginsbill posted Mon, 14 May 2007 at 10:51 AM
bb......are any of your shaders actually products in any of the stores?
Not that I know of. I certainly don't sell them - I give them away as a thank you to the community. I've posted hundreds of them in the forums here and at RuntimeDNA.
I've seen some of my cloth shaders show up in some free stuff items.
Hires coming up. Give me a few minutes.
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bagginsbill posted Mon, 14 May 2007 at 11:10 AM
Open the zip - inside is a folder called V4UBSS - it contains mat-pose files that will change the skin shaders on your V4. Eyes, lashes, etc are not changed. I've included preview icons so you can see what they look like in your library window.
Copy the V4UBSS folder to your runtime pose folder. Then drill in, select your V4, and double click the shader you want to apply.
**PAY ATTENTION: These require that you already have the DAZ V4 Hi-Res texture files. If you don't have them, these shaders will not load properly for you.
PAY ATTENTION: Renderosity does not allow me to upload a file with a ZIP extension. So I have named the file V4UBSS.zip.doc - you must save as V4UBSS.zip. If you are one of those people who have windows set up so that you cannot see or change the last part of a file name (known as the extension) you will have problems. Bring up the Windows Explorer for any folder. Select the menu item Tools / Folder Options.... Inside the dialog that pops up - select the "View" tab. Then disable the Advanced setting "Hide extensions for known file types". Click OK. Once you disable that item, you will be allowed to see and change extensions. And you will be allowed to choose the true name from your browser when you "Save Link As".**
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bagginsbill posted Mon, 14 May 2007 at 11:13 AM
Also, for those of you who use Matmatic, the V4UBSS folder contains the file "v4ubss.mm1.txt" which is the Matmatic script I used to generate the shaders. If you are a Matmatic user, you will find the script useful as it will let you change any or all of the parameters of these shaders and generate variations to your heart's content. For example, you can adjust the HSV parameters, and choose how much freckles and moles to apply, and make as many of these variations as you want.
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bagginsbill posted Mon, 14 May 2007 at 11:13 AM
Also for Matmatic users, the script contains a statement:
wantHiRes = 1
If you want to try these shaders with the standard textures instead of the hi-res textures, change that to say:
wantHiRes = 0
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lululee posted Mon, 14 May 2007 at 1:05 PM
Thanks so much. Amazing quality. thanks so much for your generosity.
cheerio lululee
bagginsbill posted Mon, 14 May 2007 at 1:14 PM
lululee - you gonna post us a proper render? I rarely have the patience to do pleasing images - I just do test renders all the time. I love your renders. Can't wait to see what you do with this shader.
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FrankT posted Mon, 14 May 2007 at 1:19 PM
WooHoo !! Thanks for that Bagginsbill - just firing up Poser to take a look
lululee posted Mon, 14 May 2007 at 4:24 PM
Angelouscuitry posted Mon, 14 May 2007 at 4:49 PM
lululee posted Mon, 14 May 2007 at 4:57 PM
Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=1441612
Thanks **Angelouscuitry. ** Here is a Larger version of the above image. cheerio lululeeThrommArcadia posted Mon, 14 May 2007 at 5:40 PM
That's a nice pic lululee!
Bagginsbill, thanks for posting that mat file here. I've long been looking for (and experimenting with) a shader setup that will allow a more simplified fake sss and that can be used in animation. Obviously, Face_off's script (though, don't get me wrong, I swear by it for still pics) isn't conducive to animation.
This has turned out to be a nice little thread.
bagginsbill posted Mon, 14 May 2007 at 5:47 PM
Attached Link: Vargas Shader
Whee! Fast turnaround lululee - that's beautiful.I noticed you favorited a Vargas style pinup by MungoPark. Did you know he's using my "Vargas" shader? Yes I made one specifically for Vargas. Follow the link.
Then Acadia tried to get photorealism with the Vargas shader, which does not happen of course. Which prompted me to write UBSS for her. And now we've come full circle.
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bagginsbill posted Mon, 14 May 2007 at 5:49 PM
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bagginsbill posted Mon, 14 May 2007 at 6:05 PM
Oh and if you go over and read the Vargas thread, you'll see I said the following:
**I don't like natural womens - I like'em up painted up like whores!
**Just to be clear, that is more of my sarcasm - I neither dislike the natural look, nor do I think wearing makeup makes you a whore. Well maybe a little. See I can't help myself!!!
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bagginsbill posted Mon, 14 May 2007 at 6:08 PM
Attached Link: MungoPark's Gallery
MungoPark did some very cool work with the Vargas shader."New Shoes"
"Vintage Pinup" series
What's Up (I think he used it there)
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lululee posted Mon, 14 May 2007 at 6:44 PM
Very cool shader. MungoPark really has done some amazing art with it.
cheerio lululee
ccotwist3D posted Mon, 14 May 2007 at 9:24 PM
I'd recommend learning to really use basic one to three point lighting while learning to create your own shaders.
Angelouscuitry posted Tue, 15 May 2007 at 12:59 AM
I hope you enjoy! I know she's still bald, and without morphs/magnets; but this is just a WIP, I made to get a friend started! He has'nt asked me for more, so this scene is knd of on the back burner, but I'll get around to it again eventually.
bagginsbill - I was just tryng to get all of your Skin Threads into one Bookmarks folder:
Matmatic Ultra Basic Skin - for V3
Minitut - Dramatic light and shadows for portraits - NO NOSTRIL GLOW - V3
Do you know what happened to this Porcelain Skin link:
http://www.runtimedna.com/mod/forum/messages.php?forum_id=43&ShowMessage=249751
(Sorry I could'nt make this image smaller. IT's a direct link from a Rendo thread, The imge was much smaller in the thread. I'll bet there was a way for me to addjut the HTML Linking Code, but I do'nt know it. If anyone would care to add how that might have been done, I'd appreciate it!)
I get a Forum Does'nt Exist error, from RuntimeDNA?
Have I missed any, I thought there was at least one more Jessi post?
bantha posted Tue, 15 May 2007 at 4:18 AM
Attached Link: Porcelain-like Skin
They have closed the Poser 6 forum and moved the messages over to the Poser 7 forum. So the direct link does no longer work, but the message still is there. If you miss something just do a search in the P6/P7 forum, a lot of old matmatics postings have that problem.
A ship in port is safe;
but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing
Grace" Hopper
Avatar image of me done by Chidori.
bagginsbill posted Tue, 15 May 2007 at 8:06 AM
Just as bantha said - any URLs that say forum_Id=43 are referring to the old P6 forum. The URL works without a forum id - all it needs is the ShowMessage=#.
There were also:
Matmatic Jessi Algorithmic Eye Makeup
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momodot posted Tue, 15 May 2007 at 9:29 AM
bagginsbill, thank you so much! I can't wait to try these.
momodot posted Tue, 15 May 2007 at 9:32 AM
lazyness here... could someone possibly write a script for letting all the head and body skin images be changed a one go? So say the DAZ V4 shadders could be used with different textures but not need to be applied body area by body area by cut and paste?
bagginsbill posted Tue, 15 May 2007 at 10:17 AM
Attached Link: Replace ImageMap script
Already done, momodot - follow the link.Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Angelouscuitry posted Tue, 15 May 2007 at 10:20 AM
Thank you bantha, and bagginsbill, very much!
momodot - Replace ImageMap script by nruddock, I think, is what you're looking for.
I hav'nt tested yet, though, and would like to hear it worked fine for you?
bagginsbill posted Tue, 15 May 2007 at 10:21 AM
Ay - you are Sooo slow - you should take a typing course. KIDDING
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Angelouscuitry posted Tue, 15 May 2007 at 10:41 AM
momodot posted Tue, 15 May 2007 at 12:35 PM
Thanks :)
Marque posted Tue, 15 May 2007 at 2:15 PM
Whoever created Jesse should be shot for those knees. The skin looks great though.
Marque
bagginsbill posted Tue, 15 May 2007 at 2:39 PM
Attached Link: Matmatic V3 Eyes by bagginsbill
Get your free V3 raytracing eye shaders here! Will work on V4 soon.You can get the script and/or the mat-pose files already compiled at the link.
Enjoy.
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Angelouscuitry posted Tue, 15 May 2007 at 2:47 PM
Robo2010 posted Tue, 15 May 2007 at 3:07 PM
tbird10 posted Tue, 15 May 2007 at 3:15 PM
tbird10 posted Tue, 15 May 2007 at 3:18 PM
bagginsbill posted Tue, 15 May 2007 at 3:43 PM
I call nostril glow on both of you :biggrin:
Robo - that's a good one. Care to share how you did it?
Tbird - that dress shader is awesome. How'd you do it? The light on her is a little harsh, though. Her skin has that classic yellow bloom were the red channel got above 100% and could no longer be represented.
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Robo2010 posted Tue, 15 May 2007 at 4:56 PM
bopperthijs posted Tue, 15 May 2007 at 4:59 PM
Quote: *Whoever created Jesse should be shot for those knees.
*And as well for her feet, of course!
Just kidding, I love this thread!
just passing by.
regards,
Bopperthijs
-How can you improve things when you don't make mistakes?
Robo2010 posted Tue, 15 May 2007 at 5:03 PM
Jessi can be hot to. Will make a render for this thread when I am done my other project.
bopperthijs posted Tue, 15 May 2007 at 5:13 PM
I love to see that. Most of the time Jessi (the old one) looks rather cartoonlike to me.
-How can you improve things when you don't make mistakes?
operaguy posted Tue, 15 May 2007 at 6:01 PM
DISCLAIMER! This was just "fooling around" and not a finished work
But... I made a material out of shaders!
operaguy posted Tue, 15 May 2007 at 6:02 PM
operaguy posted Tue, 15 May 2007 at 6:22 PM
Character "karen" a pretty young woman if not a classic "model type."
Model: Judy/EJ
V2 texture of some sort
Real skin shaders
DepthMapped shadows
operaguy posted Tue, 15 May 2007 at 6:37 PM
character 'jimmy' based on a real person i knew, a musician.
radical morphing of Judy/EJ mesh (in real life jimmy's mouth was like that)
random V2 texture altered in PS for color.
skin effect driven by granite displacement settings in RealSkinShader combined with custom bump map taken from texture desaturated then inverted in photoshop and contrast pushed high. I did not know how to set even one shader, but by having RealSkin drive these changes, then going into the material room I began to see how shaders work.
::::: Opera :::::
operaguy posted Tue, 15 May 2007 at 6:43 PM
mesh: judy/EJ
skin: i think it is "cylene by blackhearted and rio?"
RealSkinShader
no raytrace, classic three-light setup
tbird10 posted Wed, 16 May 2007 at 8:22 AM
tbird10 posted Wed, 16 May 2007 at 8:29 AM
tbird10 posted Wed, 16 May 2007 at 8:38 AM
bagginsbill posted Wed, 16 May 2007 at 8:46 AM
Neat - i wondered if you'd used the velvet node, because I saw interesting velvety whitening on the edges - but I gues that's just from the parts of the noise that were low - very clever and simple. I love it. You should post this kind of stuff at RDNA node cult forum. It is specifically for shader discussion and sharing of tips like this one.
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tbird10 posted Wed, 16 May 2007 at 9:28 AM
I really should post more as I experiment a lot, some work out, others don't - I'll wander over to RDNA and do as you say :-)
operaguy posted Wed, 16 May 2007 at 9:37 AM
BB can you look at the shaders on my 'weave' example above....I was not able to get it very "velvety." Is there something amiss with the settings?
And.....how would you approach getting some 'heft' or thickness to the sweater, what sort of displacement or bump?
:: Opera :::::
bagginsbill posted Wed, 16 May 2007 at 10:09 AM
OG: have to go to a meeting for a few hours - i'll get back to you later this afternoon.
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ice-boy posted Fri, 08 June 2007 at 4:02 AM
i was using this tutorial.
but i can not find color sub in poser 6.
vincebagna posted Fri, 08 June 2007 at 4:09 AM
This "color sub" is in fact a "color math" node. Only the name is different. Try with that one, adding the proper color as in your tut, and changing the math argument to "substract".
ice-boy posted Fri, 08 June 2007 at 4:31 AM
Quote - This "color sub" is in fact a "color math" node. Only the name is different. Try with that one, adding the proper color as in your tut, and changing the math argument to "substract".
ok thanks.
this is bagginsbillrealistic skin shader right?
HandspanStudios posted Fri, 08 June 2007 at 5:19 AM
"Your work is to keep cranking the flywheel that turns the gears
that spin the belt in the engine of belief that keeps you and your
desk in midair."
Annie Dillard
ice-boy posted Fri, 08 June 2007 at 5:21 AM
[URL=http://imageshack.us][IMG]http://img511.imageshack.us/img511/8780/test43434ns0.jpg[/IMG][/URL]
on the left are bagginsbill settings. on the right apollo skin settings.
the left figure looks orange dont you think? i think i did something wrong.
ice-boy posted Fri, 08 June 2007 at 6:11 AM
bagginsbill posted Fri, 08 June 2007 at 6:54 AM
Hi ice-boy.
That tutorial is not called "realistic", but rather "ultra basic" as in - this is the smallest possible number of nodes to get a reasonable implementation of skin that doesn't look plastic.
If you want realistic, you have to use a lot more nodes.
Anyway, probably what is wrong is that the shader is primarily using the difference between specular and diffuse calculations to produce a smooth change in hue of the skin. Because of this, you want to tune it or your lights - take your pick - to get the effect you want. You need more specular light to offset the orange. Try increasing the Specular_Value - you can raise it above 1. Try 1.1, 1.2, 1.3, 1.4, 1.5, etc.
Also, as I pointed out in the tutorial, the peach color that is being applied to the texture has to be chosen again for each texture. That color I showed was a reasonable one to adjust the V3 texture I was using to get a nice tanned skin look. The color of your texture will dictate the color you should use to modify it in the shader. The closer to white you make it, the less the shader will darken or re-hue the texture.
No shader perfectly mimics real life. Instead, it consists of a bunch of approximations and cheats that need to be adjusted in connection with the situation you have. The range of conditions for which an approximation works is always confined somehow. If you move outside that range, you must adjust the approximation so that it produces its best results under the current conditions.
So the color and brightness of your IBL (if you have one) and your other lights, as well as the basic skin texture you start with - these are going to dictate changes in the shader to bring its best performance in line with the current conditions.
The point of the UBSS was that there are only a few colors and parameters you have to modify - so it should be easy to tune it to work under your desired conditions.
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ice-boy posted Fri, 08 June 2007 at 7:03 AM
Quote - Hi ice-boy.
That tutorial is not called "realistic", but rather "ultra basic" as in - this is the smallest possible number of nodes to get a reasonable implementation of skin that doesn't look plastic.
If you want realistic, you have to use a lot more nodes.
Anyway, probably what is wrong is that the shader is primarily using the difference between specular and diffuse calculations to produce a smooth change in hue of the skin. Because of this, you want to tune it or your lights - take your pick - to get the effect you want. You need more specular light to offset the orange. Try increasing the Specular_Value - you can raise it above 1. Try 1.1, 1.2, 1.3, 1.4, 1.5, etc.
Also, as I pointed out in the tutorial, the peach color that is being applied to the texture has to be chosen again for each texture. That color I showed was a reasonable one to adjust the V3 texture I was using to get a nice tanned skin look. The color of your texture will dictate the color you should use to modify it in the shader. The closer to white you make it, the less the shader will darken or re-hue the texture.
No shader perfectly mimics real life. Instead, it consists of a bunch of approximations and cheats that need to be adjusted in connection with the situation you have. The range of conditions for which an approximation works is always confined somehow. If you move outside that range, you must adjust the approximation so that it produces its best results under the current conditions.
So the color and brightness of your IBL (if you have one) and your other lights, as well as the basic skin texture you start with - these are going to dictate changes in the shader to bring its best performance in line with the current conditions.
The point of the UBSS was that there are only a few colors and parameters you have to modify - so it should be easy to tune it to work under your desired conditions.
thanks for your post.
i saw your thread about making the realistic skin.
cna you maybe post a screenshot of how to use right nodes?
ice-boy posted Fri, 08 June 2007 at 7:10 AM
what nodes did you use here?
thanks
bagginsbill posted Fri, 08 June 2007 at 7:27 AM
Suppose the black line represents real-world behavior of skin, with respect to apparent brightness based on the lights. A perfectly realistic shader that worked under all lighting conditions would track that line.
But to do so would take a lot of math nodes. Suppose instead you don't feel like doing that and just want to use a single math node (Add) that produces a straight line. The Add node has multipliers built into it (the two numbers), so you can produce any line you want. For example, to implement the line y = mx + b, you make a math function Add. Plug "x", the value you're getting from somewhere else, into Value_1. Put "m" into the number for Value_1. That makes m * x. Now put "b" into Value_2. That computes mx + b. Clearly you can make many different lines by chosing m and b.
In the diagram, I show two choices for m and b - one is colored red, the other green. Neither one looks anything like the black line except for a narrow range of x. Depending on the range of values for x in your scene (light brightness) you'd want to adjust the approximation so that the area where it best overlaps the black line is in the neighborhood of the x value for your scene.
Does this help?
The last picture you posted was using actual shaders which I uploaded - you can download those exact shaders and look at them to see what values I chose for the parameters.
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ice-boy posted Fri, 08 June 2007 at 7:56 AM
i think it does help.
i just need to read it again so i understand everything.
i am from europe heheh ;)
ice-boy posted Fri, 08 June 2007 at 8:00 AM
Quote - I
The last picture you posted was using actual shaders which I uploaded - you can download those exact shaders and look at them to see what values I chose for the parameters.
this ?
Attached File: V4UBSS.zip.doc (84.9 kilobytes)
bagginsbill posted Fri, 08 June 2007 at 8:14 AM
Yep that's it. There are five shaders in there: Plain, Tan, DeepTan, Light, and Porcelain.
Also in there is the matmatic script to generate those shaders - v4ubss.mm1.txt.
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bagginsbill posted Fri, 08 June 2007 at 8:18 AM
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ice-boy posted Fri, 08 June 2007 at 8:19 AM
Quote - Yep that's it. There are five shaders in there: Plain, Tan, DeepTan, Light, and Porcelain.
Also in there is the matmatic script to generate those shaders - v4ubss.mm1.txt.
to bad i can not open it. do i need the exact figure to open those shaders?
ice-boy posted Fri, 08 June 2007 at 8:21 AM
Quote - Here's another image - V3 using the UBSS shader from the tutorial.
woooow this looks very good.
and you used those settings?
ice-boy posted Fri, 08 June 2007 at 9:58 AM
do i need victoria to open the shaders?
bagginsbill posted Fri, 08 June 2007 at 12:18 PM
Hmmm - I guess you do. I distributed them as mat pose files and those only load on the real figure.
What figure do you want, Apollo? I could go get him and make shaders for him.
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ice-boy posted Fri, 08 June 2007 at 1:08 PM
Quote - Hmmm - I guess you do. I distributed them as mat pose files and those only load on the real figure.
What figure do you want, Apollo? I could go get him and make shaders for him.
i have apollo.
but this sounds like a lot of work from you. you dont need to do this if you dont want. you already helped me a lot .
bagginsbill posted Fri, 08 June 2007 at 1:11 PM
I saw in another thread you asked about matmatic. If you start using matmatic you can use a lot of my shaders more easily. You were interested in leather - I haven't seen a better leather procedural shader for Poser than the one I posted.
I'm curious to check out Apollo anyway, so as I have time I'll play with shaders for him. I'll let you know.
And yes, that last picture I posted was using a variant of the shader you were looking at. It was the full version with moles and freckles, but the basic shader is the same. The matmatic script for that was posted in the original UBSS thread at RDNA.
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ice-boy posted Fri, 08 June 2007 at 1:46 PM
thanks bagginsbill.
Robo2010 posted Sun, 10 June 2007 at 5:40 PM
vincebagna posted Mon, 11 June 2007 at 1:40 AM
You could probably put V3 eye textures on Jessi with a little photoshoping.
vince3 posted Mon, 11 June 2007 at 3:35 AM
vince agrees with vince!!
as they are all just circle shaped maps, just use the circular crop tool ( in photoshop ) to take the eyetexture from v3,v4, or aiko etc........ and then get the seam guides for whoever you are trying to fit the eye texture too, and the most you are gonna have to do is re-scale the texture to fit the new uv map.
merge layers, save as....... job done.
vincebagna posted Mon, 11 June 2007 at 3:39 AM
vince agrees also with vince!! ;)
I always use this technique as there are so few good quality eye maps around!!
Robo2010 posted Mon, 11 June 2007 at 3:44 PM
Oh.....click on image to get full size and quality.
Robo2010 posted Mon, 11 June 2007 at 5:29 PM
Click on image to get full size, and quality.
fiontar posted Mon, 25 June 2007 at 12:39 AM
Firefly Final settings, modified to Min. Shading Rate ".10"
Two lights with Raytraced Shadows, Map Size 800, Shadow Blur Radius 2.0
I look forward to trying some of the tweaks and methods in tjhis thread, but I have to say I'm impressed with the V4 shaders so far. :)
fiontar posted Mon, 25 June 2007 at 1:35 AM
ThunderStone posted Mon, 04 August 2008 at 9:42 AM
Quote - > Quote - Well i kind of guess it has to do with the model and it's texture too. cause miki looks much better than v3 with v3's high quality textures from daz( which i posted in 1st and 3rd pictures here)
You may whish to stop by RuntimeDNA's Forums.
Try this one in The Node Cult - http://www.runtimedna.com/mod/forum/messages.php?forum_id=92Matmatic Ultra Basic Skin by ** bagginsbill
http://www.runtimedna.com/mod/forum/messages.php?forum_id=92&ShowMessage=305337
**
I know it has been over a year since this was posted but I am now trying to improve my rendering in Poser 6. I read about the Matmatic Ultra Basic Skin and have copied the text file, save it to a MAT Pose folder but It doesn't work , cause I can't load it . My question is how to put it to use and what do you have to do to make it work. I tried loading it as a python script but got an error so that's out.
Can some one show me how to put it to use in Poser 6 and where?
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
bagginsbill posted Tue, 05 August 2008 at 12:09 PM
Sorry I'm not being responsive. I'm really busy at work.
Matmatic scripts are not standalone python scripts. They need to be executed by matmatic.
You need to install matmatic, and configure it to tell it where to look for scripts. Once its configured, you just run it, and it runs the scripts that are new on your system. The scripts then produce material files or mat pose files or material collections.
Acadia has put together a number of links to threads, and some basic instructions.
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2722867
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
bagginsbill posted Tue, 05 August 2008 at 12:12 PM
I'm moving my matmatic stuff to a new server.
http://sites.google.com/site/bagginsbill/free-stuff/matmatic
The Poser 6 version is there. If you need Poser 7, I'll try to get that assembled and uploaded soon. Again, sorry, I'm overwhelmed with my real job at the moment. I hate being unresponsive and making people wait, but I have some other stuff I have to get out.
I'm just popping in and and writing little notes like this while waiting for code to compile.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
ThunderStone posted Tue, 05 August 2008 at 6:23 PM
Quote - I hate being unresponsive and making people wait, but I have some other stuff I have to get out.
I'm just popping in and and writing little notes like this while waiting for code to compile.
Hey, no problem... It's not like you don't have enough to do... I appreciate you even bothering to answer me, an old newbie... As I told you over in the other place, I really do go where the links take me, which is all over Poserdom.
I just wanted also to tell you thanks for those shaders tutorials. I have used tested them on M3. Not so great especially when they are only for V3... I thought I could use the sample from USB and try it on M3... I get errors that says M3 collection undefined. So it's back to the drawing board for me.
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
bagginsbill posted Tue, 05 August 2008 at 8:09 PM
I didn't make a collection for M3. You'd have to make one.
Or ....
Maybe you want to try my newer stuff. It's not finished by any means, and has some issues, but my new shader system, VSS, eliminates any need for script writing on your part. VSS is about applying shader templates to many target material zones, taking into account that they have different texture maps and bump maps and such. While it doesn't yet work perfectly, it is supposed to automatically work for any figure. Plus, I've included for testing a much more sophisticated skin shader.
Again, there are currently some problems, so if you try it, you really need to read about what other people have encountered, and what you can do about it.
Have a look at this (very very long) thread to see what it's all about.
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2737823
Many people have posted dozens of renders with it.
You can download it here:
http://poserbagginsbill.googlepages.com/vsshomepage
And you can see lots more nice renders using this Rendo gallery search link:
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
ThunderStone posted Thu, 07 August 2008 at 5:29 PM
Sorry but I didn't get this msg... Seems Rendo bot doesn't like me getting mail from places other than my usual place (Bryce). Anyway, I did the test with V3 shader and then convert it over to the M3 shader for use on the Vorg/Morg texture from Sparky World. The result is in my Poser gallery. I like the result but it still seems like it could be tweaked a bit more. Some one pointed out where (the non metallic portion looks flat) I have been working on it with the displacement node, trying to see if I can make it come up better especially around the mouth. I'll post the updated version tomorrow.
I am going to try the VSS one shortly and see how it goes...
Thanks again for answering me.
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday
bagginsbill posted Thu, 07 August 2008 at 8:44 PM
Hi TS,
I saw your PM, but didn't have time to answer till now.
Your render looks really good - I think you did a good job with the metallic skin making it look more irregular and softer.
One thing on your render - I noticed some ear bloat. Are you using a displacement map? Is it mostly a mid gray? You should use a math node and subtract .5 from that map. Then you won't have bloat.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
ThunderStone posted Fri, 08 August 2008 at 6:40 AM
Hi bagginsbill,
No, I didn't use the displacement map. What I used was the math function to create a monotone bump mat with the already existing image map, so I don't have to use a separate bumpmap... I guess the math function that I used might have given that extra push that made it look like it bloated... I left it at the default setting of 1.0, for the first value and I used the Add setting. Maybe I could used a separate math function for the bump node.
I am just a newbie trying to make my poser character a little more realistic than the off the shelves variety. I also wanted to bring it into Bryce for a scene I have in mind. The way I have seen it and done it (for me) make me really like go "UGH!!! that looks too plastic to be believable". Maybe the techniques I have since learned will go a long way to helping me achieve my goal.
===========================================================
OS: Windows 11 64-bit
Poser: Poser 11.3 ...... Units: inches or meters depends on mood
Bryce: Bryce Pro 7.1.074
Image Editing: Corel Paintshop Pro
Renderer: Superfly, Firefly
9/11/2001: Never forget...
Smiles are contagious... Pass it on!
Today is the tomorrow you worried about yesterday